battlecity/js/tank.js

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2016-11-29 23:42:29 +08:00
/**
* 坦克基类
* @returns
*/
var Tank = function(){
this.x = 0;
this.y = 0;
this.size = 32;//坦克的大小
this.dir = UP;//方向0上 1下 2左3
this.speed = 1;//坦克的速度
this.frame = 0;//控制敌方坦克切换方向的时间
this.hit = false; //是否碰到墙或者坦克
this.isAI = false; //是否自动
this.isShooting = false;//子弹是否在运行中
this.bullet = null;//子弹
this.shootRate = 0.6;//射击的概率
this.isDestroyed = false;
this.tempX = 0;
this.tempY = 0;
this.move = function(){
//如果是AI坦克在一定时间或者碰撞之后切换方法
if(this.isAI && emenyStopTime > 0 ){
return;
}
this.tempX = this.x;
this.tempY = this.y;
if(this.isAI){
this.frame ++;
if(this.frame % 100 == 0 || this.hit){
this.dir = parseInt(Math.random()*4);//随机一个方向
this.hit = false;
this.frame = 0;
}
}
if(this.dir == UP){
this.tempY -= this.speed;
}else if(this.dir == DOWN){
this.tempY += this.speed;
}else if(this.dir == RIGHT){
this.tempX += this.speed;
}else if(this.dir == LEFT){
this.tempX -= this.speed;
}
this.isHit();
if(!this.hit){
this.x = this.tempX;
this.y = this.tempY;
}
};
/**
* 碰撞检测
*/
this.isHit = function(){
//临界检测
if(this.dir == LEFT){
if(this.x <= map.offsetX){
this.x = map.offsetX;
this.hit = true;
}
}else if(this.dir == RIGHT){
if(this.x >= map.offsetX + map.mapWidth - this.size){
this.x = map.offsetX + map.mapWidth - this.size;
this.hit = true;
}
}else if(this.dir == UP ){
if(this.y <= map.offsetY){
this.y = map.offsetY;
this.hit = true;
}
}else if(this.dir == DOWN){
if(this.y >= map.offsetY + map.mapHeight - this.size){
this.y = map.offsetY + map.mapHeight - this.size;
this.hit = true;
}
}
if(!this.hit){
//地图检测
if(tankMapCollision(this,map)){
this.hit = true;
}
}
//坦克检测
/*if(enemyArray != null && enemyArray.length >0){
var enemySize = enemyArray.length;
for(var i=0;i<enemySize;i++){
if(enemyArray[i] != this && CheckIntersect(enemyArray[i],this,0)){
this.hit = true;
break;
}
}
}*/
};
/**
* 是否被击中
*/
this.isShot = function(){
};
/**
* 射击
*/
this.shoot = function(type){
if(this.isAI && emenyStopTime > 0 ){
return;
}
if(this.isShooting){
return ;
}else{
var tempX = this.x;
var tempY = this.y;
this.bullet = new Bullet(this.ctx,this,type,this.dir);
if(this.dir == UP){
tempX = this.x + parseInt(this.size/2) - parseInt(this.bullet.size/2);
tempY = this.y - this.bullet.size;
}else if(this.dir == DOWN){
tempX = this.x + parseInt(this.size/2) - parseInt(this.bullet.size/2);
tempY = this.y + this.size;
}else if(this.dir == LEFT){
tempX = this.x - this.bullet.size;
tempY = this.y + parseInt(this.size/2) - parseInt(this.bullet.size/2);
}else if(this.dir == RIGHT){
tempX = this.x + this.size;
tempY = this.y + parseInt(this.size/2) - parseInt(this.bullet.size/2);
}
this.bullet.x = tempX;
this.bullet.y = tempY;
if(!this.isAI){
ATTACK_AUDIO.play();
}
this.bullet.draw();
//将子弹加入的子弹数组中
bulletArray.push(this.bullet);
this.isShooting = true;
}
};
/**
* 坦克被击毁
*/
this.distroy = function(){
this.isDestroyed = true;
crackArray.push(new CrackAnimation(CRACK_TYPE_TANK,this.ctx,this));
TANK_DESTROY_AUDIO.play();
};
};
/**
* 菜单选择坦克
* @returns
*/
var SelectTank = function(){
this.ys = [250, 281];//两个Y坐标分别对应1p和2p
this.x = 140;
this.size = 27;
};
SelectTank.prototype = new Tank();
/**
* 玩家坦克
* @param context 画坦克的画布
* @returns
*/
var PlayTank = function(context){
this.ctx = context;
this.lives = 3;//生命值
this.isProtected = true;//是否受保护
this.protectedTime = 500;//保护时间
this.offsetX = 0;//坦克2与坦克1的距离
this.speed = 2;//坦克的速度
this.draw = function(){
this.hit = false;
this.ctx.drawImage(RESOURCE_IMAGE,POS["player"][0]+this.offsetX+this.dir*this.size,POS["player"][1],this.size,this.size,this.x,this.y,this.size,this.size);
if(this.isProtected){
var temp = parseInt((500-this.protectedTime)/5)%2;
this.ctx.drawImage(RESOURCE_IMAGE,POS["protected"][0],POS["protected"][1]+32*temp,32, 32,this.x,this.y,32, 32);
this.protectedTime--;
if(this.protectedTime == 0){
this.isProtected = false;
}
}
};
this.distroy = function(){
this.isDestroyed = true;
crackArray.push(new CrackAnimation(CRACK_TYPE_TANK,this.ctx,this));
PLAYER_DESTROY_AUDIO.play();
};
this.renascenc = function(player){
this.lives -- ;
this.dir = UP;
this.isProtected = true;
this.protectedTime = 500;
this.isDestroyed = false;
var temp= 0 ;
if(player == 1){
temp = 129;
}else{
temp = 256;
}
this.x = temp + map.offsetX;
this.y = 385 + map.offsetY;
};
};
PlayTank.prototype = new Tank();
/**
* 敌方坦克1
* @param context 画坦克的画布
* @returns
*/
var EnemyOne = function(context){
this.ctx = context;
this.isAppear = false;
this.times = 0;
this.lives = 1;
this.isAI = true;
this.speed = 1.5;
this.draw = function(){
this.times ++;
if(!this.isAppear){
var temp = parseInt(this.times/5)%7;
this.ctx.drawImage(RESOURCE_IMAGE,POS["enemyBefore"][0]+temp*32,POS["enemyBefore"][1],32,32,this.x,this.y,32,32);
if(this.times == 34){
this.isAppear = true;
this.times = 0;
this.shoot(2);
}
}else{
this.ctx.drawImage(RESOURCE_IMAGE,POS["enemy1"][0]+this.dir*this.size,POS["enemy1"][1],32,32,this.x,this.y,32,32);
//以一定的概率射击
if(this.times %50 ==0){
var ra = Math.random();
if(ra < this.shootRate){
this.shoot(2);
}
this.times = 0;
}
this.move();
}
};
};
EnemyOne.prototype = new Tank();
/**
* 敌方坦克2
* @param context 画坦克的画布
* @returns
*/
var EnemyTwo = function(context){
this.ctx = context;
this.isAppear = false;
this.times = 0;
this.lives = 2;
this.isAI = true;
this.speed = 1;
this.draw = function(){
this.times ++;
if(!this.isAppear){
var temp = parseInt(this.times/5)%7;
this.ctx.drawImage(RESOURCE_IMAGE,POS["enemyBefore"][0]+temp*32,POS["enemyBefore"][1],32,32,this.x,this.y,32,32);
if(this.times == 35){
this.isAppear = true;
this.times = 0;
this.shoot(2);
}
}else{
this.ctx.drawImage(RESOURCE_IMAGE,POS["enemy2"][0]+this.dir*this.size,POS["enemy2"][1],32,32,this.x,this.y,32,32);
//以一定的概率射击
if(this.times %50 ==0){
var ra = Math.random();
if(ra < this.shootRate){
this.shoot(2);
}
this.times = 0;
}
this.move();
}
};
};
EnemyTwo.prototype = new Tank();
/**
* 敌方坦克3
* @param context 画坦克的画布
* @returns
*/
var EnemyThree = function(context){
this.ctx = context;
this.isAppear = false;
this.times = 0;
this.lives = 3;
this.isAI = true;
this.speed = 0.5;
this.draw = function(){
this.times ++;
if(!this.isAppear){
var temp = parseInt(this.times/5)%7;
this.ctx.drawImage(RESOURCE_IMAGE,POS["enemyBefore"][0]+temp*32,POS["enemyBefore"][1],32,32,this.x,this.y,32,32);
if(this.times == 35){
this.isAppear = true;
this.times = 0;
this.shoot(2);
}
}else{
this.ctx.drawImage(RESOURCE_IMAGE,POS["enemy3"][0]+this.dir*this.size+(3-this.lives)*this.size*4,POS["enemy3"][1],32,32,this.x,this.y,32,32);
//以一定的概率射击
if(this.times %50 ==0){
var ra = Math.random();
if(ra < this.shootRate){
this.shoot(2);
}
this.times = 0;
}
this.move();
}
};
};
EnemyThree.prototype = new Tank();